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  <div class="summary">
<a href="#pub-methods">Public Member Functions</a> &#124;
<a href="#pub-attribs">Public Attributes</a> &#124;
<a href="classnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_texture_tools_1_1_terrain-members.html">List of all members</a>  </div>
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<p>Simple class to maintain a terrain. It can keep track  
 <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_texture_tools_1_1_terrain.html#details">More...</a></p>
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Collaboration diagram for Terrain:</div>
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<table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-methods"></a>
Public Member Functions</h2></td></tr>
<tr class="memitem:a8b72d222a9621e5219af3e09cbfdc05b"><td class="memItemLeft" align="right" valign="top">&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_texture_tools_1_1_terrain.html#a8b72d222a9621e5219af3e09cbfdc05b">Terrain</a> (<a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_world.html">World</a> world, <a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_collision_1_1_a_a_b_b.html">AABB</a> area)</td></tr>
<tr class="memdesc:a8b72d222a9621e5219af3e09cbfdc05b"><td class="mdescLeft">&#160;</td><td class="mdescRight">Creates a new terrain.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_texture_tools_1_1_terrain.html#a8b72d222a9621e5219af3e09cbfdc05b">More...</a><br /></td></tr>
<tr class="separator:a8b72d222a9621e5219af3e09cbfdc05b"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aef6850d3506626a383e3e9541315b078"><td class="memItemLeft" align="right" valign="top">&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_texture_tools_1_1_terrain.html#aef6850d3506626a383e3e9541315b078">Terrain</a> (<a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_world.html">World</a> world, <a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html">Vector2</a> position, float width, float height)</td></tr>
<tr class="memdesc:aef6850d3506626a383e3e9541315b078"><td class="mdescLeft">&#160;</td><td class="mdescRight">Creates a new terrain  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_texture_tools_1_1_terrain.html#aef6850d3506626a383e3e9541315b078">More...</a><br /></td></tr>
<tr class="separator:aef6850d3506626a383e3e9541315b078"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a98b1050f09da390896f964fb7a892391"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_texture_tools_1_1_terrain.html#a98b1050f09da390896f964fb7a892391">Initialize</a> ()</td></tr>
<tr class="memdesc:a98b1050f09da390896f964fb7a892391"><td class="mdescLeft">&#160;</td><td class="mdescRight">Initialize the terrain for use.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_texture_tools_1_1_terrain.html#a98b1050f09da390896f964fb7a892391">More...</a><br /></td></tr>
<tr class="separator:a98b1050f09da390896f964fb7a892391"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a34b94b66abd6db44c0a918fdd339ec06"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_texture_tools_1_1_terrain.html#a34b94b66abd6db44c0a918fdd339ec06">ApplyData</a> (sbyte[,] data, <a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html">Vector2</a> offset=default(<a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html">Vector2</a>))</td></tr>
<tr class="memdesc:a34b94b66abd6db44c0a918fdd339ec06"><td class="mdescLeft">&#160;</td><td class="mdescRight">Apply the specified texture data to the terrain.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_texture_tools_1_1_terrain.html#a34b94b66abd6db44c0a918fdd339ec06">More...</a><br /></td></tr>
<tr class="separator:a34b94b66abd6db44c0a918fdd339ec06"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:af7f864f53c8721790c96e70f21523803"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_texture_tools_1_1_terrain.html#af7f864f53c8721790c96e70f21523803">ModifyTerrain</a> (<a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html">Vector2</a> location, sbyte value)</td></tr>
<tr class="memdesc:af7f864f53c8721790c96e70f21523803"><td class="mdescLeft">&#160;</td><td class="mdescRight">Modify a single point in the terrain.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_texture_tools_1_1_terrain.html#af7f864f53c8721790c96e70f21523803">More...</a><br /></td></tr>
<tr class="separator:af7f864f53c8721790c96e70f21523803"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a83c0404f26e4e91f5c334503d89e08ce"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_texture_tools_1_1_terrain.html#a83c0404f26e4e91f5c334503d89e08ce">RegenerateTerrain</a> ()</td></tr>
<tr class="memdesc:a83c0404f26e4e91f5c334503d89e08ce"><td class="mdescLeft">&#160;</td><td class="mdescRight">Regenerate the terrain.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_texture_tools_1_1_terrain.html#a83c0404f26e4e91f5c334503d89e08ce">More...</a><br /></td></tr>
<tr class="separator:a83c0404f26e4e91f5c334503d89e08ce"><td class="memSeparator" colspan="2">&#160;</td></tr>
</table><table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-attribs"></a>
Public Attributes</h2></td></tr>
<tr class="memitem:addad4c6d854b8c10bcf693736126f9ee"><td class="memItemLeft" align="right" valign="top"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_world.html">World</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_texture_tools_1_1_terrain.html#addad4c6d854b8c10bcf693736126f9ee">World</a></td></tr>
<tr class="memdesc:addad4c6d854b8c10bcf693736126f9ee"><td class="mdescLeft">&#160;</td><td class="mdescRight">World to manage terrain in.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_texture_tools_1_1_terrain.html#addad4c6d854b8c10bcf693736126f9ee">More...</a><br /></td></tr>
<tr class="separator:addad4c6d854b8c10bcf693736126f9ee"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aa790d59296f437e1fbfa8d5237318e09"><td class="memItemLeft" align="right" valign="top"><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html">Vector2</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_texture_tools_1_1_terrain.html#aa790d59296f437e1fbfa8d5237318e09">Center</a></td></tr>
<tr class="memdesc:aa790d59296f437e1fbfa8d5237318e09"><td class="mdescLeft">&#160;</td><td class="mdescRight">Center of terrain in world units.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_texture_tools_1_1_terrain.html#aa790d59296f437e1fbfa8d5237318e09">More...</a><br /></td></tr>
<tr class="separator:aa790d59296f437e1fbfa8d5237318e09"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a7de4690b4c35b991ee86032c52d974ab"><td class="memItemLeft" align="right" valign="top">float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_texture_tools_1_1_terrain.html#a7de4690b4c35b991ee86032c52d974ab">Width</a></td></tr>
<tr class="memdesc:a7de4690b4c35b991ee86032c52d974ab"><td class="mdescLeft">&#160;</td><td class="mdescRight">Width of terrain in world units.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_texture_tools_1_1_terrain.html#a7de4690b4c35b991ee86032c52d974ab">More...</a><br /></td></tr>
<tr class="separator:a7de4690b4c35b991ee86032c52d974ab"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a0f776a4ace9e9771de0a864193f3de0b"><td class="memItemLeft" align="right" valign="top">float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_texture_tools_1_1_terrain.html#a0f776a4ace9e9771de0a864193f3de0b">Height</a></td></tr>
<tr class="memdesc:a0f776a4ace9e9771de0a864193f3de0b"><td class="mdescLeft">&#160;</td><td class="mdescRight">Height of terrain in world units.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_texture_tools_1_1_terrain.html#a0f776a4ace9e9771de0a864193f3de0b">More...</a><br /></td></tr>
<tr class="separator:a0f776a4ace9e9771de0a864193f3de0b"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a7725dbb2fc74a7a71b68f744a68a8d69"><td class="memItemLeft" align="right" valign="top">int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_texture_tools_1_1_terrain.html#a7725dbb2fc74a7a71b68f744a68a8d69">PointsPerUnit</a></td></tr>
<tr class="memdesc:a7725dbb2fc74a7a71b68f744a68a8d69"><td class="mdescLeft">&#160;</td><td class="mdescRight">Points per each world unit used to define the terrain in the point cloud.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_texture_tools_1_1_terrain.html#a7725dbb2fc74a7a71b68f744a68a8d69">More...</a><br /></td></tr>
<tr class="separator:a7725dbb2fc74a7a71b68f744a68a8d69"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a0400482de381c91e017bfbc1e41b7699"><td class="memItemLeft" align="right" valign="top">int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_texture_tools_1_1_terrain.html#a0400482de381c91e017bfbc1e41b7699">CellSize</a></td></tr>
<tr class="memdesc:a0400482de381c91e017bfbc1e41b7699"><td class="mdescLeft">&#160;</td><td class="mdescRight">Points per cell.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_texture_tools_1_1_terrain.html#a0400482de381c91e017bfbc1e41b7699">More...</a><br /></td></tr>
<tr class="separator:a0400482de381c91e017bfbc1e41b7699"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a1ae23ee3a9a72f06321acfbc8a67a1f3"><td class="memItemLeft" align="right" valign="top">int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_texture_tools_1_1_terrain.html#a1ae23ee3a9a72f06321acfbc8a67a1f3">SubCellSize</a></td></tr>
<tr class="memdesc:a1ae23ee3a9a72f06321acfbc8a67a1f3"><td class="mdescLeft">&#160;</td><td class="mdescRight">Points per sub cell.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_texture_tools_1_1_terrain.html#a1ae23ee3a9a72f06321acfbc8a67a1f3">More...</a><br /></td></tr>
<tr class="separator:a1ae23ee3a9a72f06321acfbc8a67a1f3"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ae0d17bcc40667f128a17c273ea27e4c0"><td class="memItemLeft" align="right" valign="top">int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_texture_tools_1_1_terrain.html#ae0d17bcc40667f128a17c273ea27e4c0">Iterations</a> = 2</td></tr>
<tr class="memdesc:ae0d17bcc40667f128a17c273ea27e4c0"><td class="mdescLeft">&#160;</td><td class="mdescRight">Number of iterations to perform in the Marching Squares algorithm. Note: More then 3 has almost no effect on quality.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_texture_tools_1_1_terrain.html#ae0d17bcc40667f128a17c273ea27e4c0">More...</a><br /></td></tr>
<tr class="separator:ae0d17bcc40667f128a17c273ea27e4c0"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a1f4bd9408ab95f568995dc5582c4f137"><td class="memItemLeft" align="right" valign="top"><a class="el" href="namespacenkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_decomposition.html#a9b9c7a0ca1ff1abfaf566ac8f88ea9f4">TriangulationAlgorithm</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_texture_tools_1_1_terrain.html#a1f4bd9408ab95f568995dc5582c4f137">Decomposer</a></td></tr>
<tr class="memdesc:a1f4bd9408ab95f568995dc5582c4f137"><td class="mdescLeft">&#160;</td><td class="mdescRight">Decomposer to use when regenerating terrain. Can be changed on the fly without consequence. Note: Some decomposerers are unstable.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_texture_tools_1_1_terrain.html#a1f4bd9408ab95f568995dc5582c4f137">More...</a><br /></td></tr>
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</table>
<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
<div class="textblock"><p>Simple class to maintain a terrain. It can keep track </p>
</div><h2 class="groupheader">Constructor &amp; Destructor Documentation</h2>
<a id="a8b72d222a9621e5219af3e09cbfdc05b"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a8b72d222a9621e5219af3e09cbfdc05b">&#9670;&nbsp;</a></span>Terrain() <span class="overload">[1/2]</span></h2>

<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_texture_tools_1_1_terrain.html">Terrain</a> </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_world.html">World</a>&#160;</td>
          <td class="paramname"><em>world</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_collision_1_1_a_a_b_b.html">AABB</a>&#160;</td>
          <td class="paramname"><em>area</em>&#160;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td>
        </tr>
      </table>
</div><div class="memdoc">

<p>Creates a new terrain. </p>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramname">world</td><td>The World</td></tr>
    <tr><td class="paramname">area</td><td>The area of the terrain.</td></tr>
  </table>
  </dd>
</dl>

</div>
</div>
<a id="aef6850d3506626a383e3e9541315b078"></a>
<h2 class="memtitle"><span class="permalink"><a href="#aef6850d3506626a383e3e9541315b078">&#9670;&nbsp;</a></span>Terrain() <span class="overload">[2/2]</span></h2>

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          <td class="memname"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_texture_tools_1_1_terrain.html">Terrain</a> </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_world.html">World</a>&#160;</td>
          <td class="paramname"><em>world</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html">Vector2</a>&#160;</td>
          <td class="paramname"><em>position</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">float&#160;</td>
          <td class="paramname"><em>width</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">float&#160;</td>
          <td class="paramname"><em>height</em>&#160;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td>
        </tr>
      </table>
</div><div class="memdoc">

<p>Creates a new terrain </p>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramname">world</td><td>The World</td></tr>
    <tr><td class="paramname">position</td><td>The position (center) of the terrain.</td></tr>
    <tr><td class="paramname">width</td><td>The width of the terrain.</td></tr>
    <tr><td class="paramname">height</td><td>The height of the terrain.</td></tr>
  </table>
  </dd>
</dl>

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<h2 class="groupheader">Member Function Documentation</h2>
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<h2 class="memtitle"><span class="permalink"><a href="#a34b94b66abd6db44c0a918fdd339ec06">&#9670;&nbsp;</a></span>ApplyData()</h2>

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          <td class="memname">void ApplyData </td>
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          <td class="paramname"><em>data</em>[,], </td>
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          <td class="paramkey"></td>
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          <td class="paramtype"><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html">Vector2</a>&#160;</td>
          <td class="paramname"><em>offset</em> = <code>default(<a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html">Vector2</a>)</code>&#160;</td>
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<p>Apply the specified texture data to the terrain. </p>
<dl class="params"><dt>Parameters</dt><dd>
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    <tr><td class="paramname">data</td><td></td></tr>
    <tr><td class="paramname">offset</td><td></td></tr>
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<h2 class="memtitle"><span class="permalink"><a href="#a98b1050f09da390896f964fb7a892391">&#9670;&nbsp;</a></span>Initialize()</h2>

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<p>Initialize the terrain for use. </p>

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<h2 class="memtitle"><span class="permalink"><a href="#af7f864f53c8721790c96e70f21523803">&#9670;&nbsp;</a></span>ModifyTerrain()</h2>

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          <td class="memname">void ModifyTerrain </td>
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          <td class="paramtype"><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html">Vector2</a>&#160;</td>
          <td class="paramname"><em>location</em>, </td>
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          <td class="paramtype">sbyte&#160;</td>
          <td class="paramname"><em>value</em>&#160;</td>
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<p>Modify a single point in the terrain. </p>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramname">location</td><td>World location to modify. Automatically clipped.</td></tr>
    <tr><td class="paramname">value</td><td>-1 = inside terrain, 1 = outside terrain</td></tr>
  </table>
  </dd>
</dl>

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<h2 class="memtitle"><span class="permalink"><a href="#a83c0404f26e4e91f5c334503d89e08ce">&#9670;&nbsp;</a></span>RegenerateTerrain()</h2>

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          <td class="memname">void RegenerateTerrain </td>
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<p>Regenerate the terrain. </p>

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<h2 class="groupheader">Member Data Documentation</h2>
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<h2 class="memtitle"><span class="permalink"><a href="#a0400482de381c91e017bfbc1e41b7699">&#9670;&nbsp;</a></span>CellSize</h2>

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<p>Points per cell. </p>

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<h2 class="memtitle"><span class="permalink"><a href="#aa790d59296f437e1fbfa8d5237318e09">&#9670;&nbsp;</a></span>Center</h2>

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          <td class="memname"><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html">Vector2</a> Center</td>
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<p>Center of terrain in world units. </p>

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<h2 class="memtitle"><span class="permalink"><a href="#a1f4bd9408ab95f568995dc5582c4f137">&#9670;&nbsp;</a></span>Decomposer</h2>

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          <td class="memname"><a class="el" href="namespacenkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_decomposition.html#a9b9c7a0ca1ff1abfaf566ac8f88ea9f4">TriangulationAlgorithm</a> Decomposer</td>
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<p>Decomposer to use when regenerating terrain. Can be changed on the fly without consequence. Note: Some decomposerers are unstable. </p>

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<h2 class="memtitle"><span class="permalink"><a href="#a0f776a4ace9e9771de0a864193f3de0b">&#9670;&nbsp;</a></span>Height</h2>

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<p>Height of terrain in world units. </p>

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<h2 class="memtitle"><span class="permalink"><a href="#ae0d17bcc40667f128a17c273ea27e4c0">&#9670;&nbsp;</a></span>Iterations</h2>

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<p>Number of iterations to perform in the Marching Squares algorithm. Note: More then 3 has almost no effect on quality. </p>

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<h2 class="memtitle"><span class="permalink"><a href="#a7725dbb2fc74a7a71b68f744a68a8d69">&#9670;&nbsp;</a></span>PointsPerUnit</h2>

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<p>Points per each world unit used to define the terrain in the point cloud. </p>

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<h2 class="memtitle"><span class="permalink"><a href="#a1ae23ee3a9a72f06321acfbc8a67a1f3">&#9670;&nbsp;</a></span>SubCellSize</h2>

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<p>Points per sub cell. </p>

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<h2 class="memtitle"><span class="permalink"><a href="#a7de4690b4c35b991ee86032c52d974ab">&#9670;&nbsp;</a></span>Width</h2>

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<p>Width of terrain in world units. </p>

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<h2 class="memtitle"><span class="permalink"><a href="#addad4c6d854b8c10bcf693736126f9ee">&#9670;&nbsp;</a></span>World</h2>

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          <td class="memname"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_world.html">World</a> <a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_world.html">World</a></td>
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<p>World to manage terrain in. </p>

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<hr/>The documentation for this class was generated from the following file:<ul>
<li>Physics2D/Common/TextureTools/Terrain.cs</li>
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